QUADIFY
By Anvil Interactive Solutions
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LOD Forge

LOD Forge generates Level of Detail meshes for Static Mesh assets directly inside the Unreal Editor. It replaces the default LOD generation workflow with presets tuned for game and film pipelines, and adds optional Nanite conversion on the same pass.

Opening LOD Forge

Select one or more Static Mesh assets in the Content Browser. Open Quadify Suite → LOD Forge. The panel lists each selected asset with its current face count and LOD state.

Presets

Low — Three LOD levels at 50%, 25%, and 10% of source face count. Suited for background and environmental props.

Medium — Four LOD levels at 70%, 40%, 20%, and 8%. Suited for mid-range hero props and vehicles.

High — Five LOD levels at 80%, 55%, 30%, 15%, and 5%. Suited for foreground characters and high-detail hero assets.

Custom — Exposes per-level reduction percentage and screen-size threshold fields. Enter values directly and click Generate LODs.

Nanite

Enable the Convert to Nanite toggle to convert the base mesh to a Nanite mesh after LOD generation. This sets NaniteSettings.bEnabled = true on the asset and rebuilds the Nanite representation. When Nanite is enabled, runtime LODs are managed by Nanite's internal fallback system — the generated LOD levels remain on the asset as a non-Nanite fallback for platforms that do not support Nanite.

Results Table

After generation the results table updates to show each asset, the number of LOD levels created, the face count at each level, and the screen-size threshold assigned. Any assets that failed generation are highlighted in red with a short error message. Click a row to open the asset in the Static Mesh Editor.

Tips

For assets already set up with manually authored LODs, LOD Forge will overwrite them. Back up the asset or use Edit → Undo immediately after generation if the result is unexpected. LOD Forge does not currently support Skeletal Meshes — only Static Meshes are supported.